a Cyberpunk Roguelike of stealth, hacking and evil megacorps
Important Materials:
Pre-pre-alpha, very not stable: No Balancing, no win state, random crashes. Consider it more of a tech demo.
At the moment there is mostly a 'physics engine' and a level generator:
Level generation: It produces levels as abstract tree of rooms at different tiers. The player starts on the outermost tier of the tree and moves towards a central 'goal room' which will enable placement of progressively strong enemies, items and key finding 'puzzles.
The outer tiers are interconnected via airducts to mix up the boring tree structure. Levels are scattered with interconnected Servers and Terminals which will later on interact with the level objects.
Other features implemented so far:
- basic rendering
- player character movement and field of view
- simple world interactions (door opening, pushing)
- light sources
- simple physics
- an interactive computer network
- remote steering of level objects
- inventory
- mouse movement and panels
- basic AI behaviour
- dialogue tree system
What's definitely missing:
- level balancing
- dialogue and story
- wound system
- tons of polish
Teaser
Light and shadows are completely dynamic and interact with changes in the environment like opening doors and moving scenery. The physics engine can handle simple elements like Fluids, Gases, Fire and environmental destruction. Also, blood.
Last, but definitely not least: Credits for the really promising tileset got to Reddit user Gzintu.